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Messages - rshingleton

#1
Help / Job scheduling and duplication preventions
December 26, 2017, 08:13:20 PM
I'm trying to figure out the best way to schedule a job for a colonist pawn. I would like to schedule a job when a food level gets below a threshold in a specific storage area. I've figured out how to do most of it, but using a WorkerGiver to return a job, it will get scheduled multiple times. What I would like to do is set the job and only allow it to be assigned again if it is complete and no one else is doing it.

It seems like this should be something that could be done with the ReservationManager, but I'm not having any luck. Does anyone know of any good examples or have suggestions on how to handle this?

Thanks!
#2
Quote from: Kluge on December 20, 2017, 01:42:33 AM
(HugsLib thread is here in case anyone else wasn't sure if a "hugs library" was a real thing ;D )

Thanks! I probably should have included that link.
#3
Releases / [B18] Mine It All [updated] (AKA - VeinMiner)
December 18, 2017, 11:38:15 PM

Various mining tools for your enjoyment:

Updated for B18
- VeinMiner: Click on a visible ore and you will mine the whole vein
- StripMiner: Strip mining tool to mine a grid
- MineBrush: Brush tool

Change Notes:

- Modified resize keys to use Q, E, Shift-Q, Shift-Q for resizing strip mine grid instead of numpad as some people do not have numpads
- Added HugsLibfor easier designator creation handling
- Changed brush texture
- Lots of internal code updates and cleanup

Dropbox Download: https://www.dropbox.com/s/2q3l3pd10lebc0h/MineItAll.zip?dl=0
Steam Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=821866381

**NOTE: Requires HugsLib

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Based on  [A15] VeinMiner Mine all the veins! kaptain_kavern & Gentz & JuliaEllie 
Original Thread: https://ludeon.com/forums/index.php?topic=9616.0
-------------------------------------------------------------------------------------------------
Description:
This is a redux of the VeinMiner by Julia Ellie. I started as a similar project for A16, but realized I was recreating the wheel. I used the original VeinMiner solution and some additions from Rock5 in the other thread along with some clean up and (hopefully) optimization.

Please let me know if there are any issues!

License
Can include in modpacks with credit. Can reuse/edit code with credit.
#4
Outdated / Re: [A16] Prison Extensions
December 25, 2016, 07:44:59 AM
Quote from: 1000101 on December 25, 2016, 04:25:45 AM
fyi, I had started a mod which would allow for more complex interactions with prisoners but there have been core code changes which made things like doors virtually impossible without massive detours (trust me, I had to do it).  Prisoners don't "see" beyond the room they are in, they won't search beyond the room they are in and they can't access anything that isn't in the same room they are in, regardless of whether both rooms are prison cells and there is a proper door between them.  (By "proper" I mean one that is an actual portal between two regions assigned different room IDs).

Take a look at where I was with this mod and you'll see that just having a door for them to use is a monumental task now due to how the core code has changed.

Anyway, just to get doors to work took several detours in several low level systems which are not even visible to the player (ie, regions, region manager, (regions are not rooms, rooms are made up of regions), etc) as well as the detours to the player visible systems (needs, rooms, etc).

Unfortunately, making prisoners more than they are in the vanilla game has become a lot more work and thus my P&S mod is on hold until the game comes out of alpha.

This is good info. Good to know before I get too far down the rabbit hole, as I am prone to do on some projects. I may just keep this one simple then.
#5
Outdated / Re: [A16] Mine It All
December 25, 2016, 07:13:42 AM
Quote from: Rock5 on December 24, 2016, 06:12:10 AM
I thought you fixed it but it still doesn't mark the vein if the ore is already marked. Here is a small video to show you what I mean.
https://vid.me/ehJ2

I'm getting it to work as intended, but I rebuilt and redeployed anyway. Make sure you download the latest and delete the old one before dropping it in just to be sure. I changed the brush mesh and icon textures on this one, so it should be easy to tell if you have the right version.
#6
Outdated / Re: [A16] Prison Extensions
December 24, 2016, 02:37:14 PM
Quote from: SteelRev on December 24, 2016, 01:31:05 PM
we wish you the best of luck with it.  I know the last guy who tried to update the mod couldn't get the doors to act correctly.

Without looking into it to hard, or at all at this point, I think it has something to do with prisoner permissions. Since they can pass through the doors, the prison zone can also. The cameras would be useful for setting up work zones away from the prison, provided the warden pawns could transport the prisoners for instance. I need to think about how it should work and dig through the code some more.
#7
Outdated / Re: [A16] Prison Extensions
December 24, 2016, 10:15:00 AM
Quote from: Sammo346 on December 24, 2016, 09:25:55 AM
Suggestion: A simple toggle to stop multiple prisoners colluding and picking the locks to escape.

Noted.
#8
Outdated / Re: [A16] Mine It All
December 24, 2016, 09:02:56 AM
Quote from: Rock5 on December 24, 2016, 06:12:10 AM
I thought you fixed it but it still doesn't mark the vein if the ore is already marked. Here is a small video to show you what I mean.
https://vid.me/ehJ2

agh. I'll check it out again. I though I fixed it too. I'll look into it tomorrow after the holiday.
#9
Outdated / Re: [A16] Prison Extensions
December 24, 2016, 09:01:55 AM
Quote from: koni on December 24, 2016, 07:41:21 AM
very wow!
is it possible to make it a content of your mod, that prisoners can be forced to wear special apparel?

Possibly. Like prison uniforms? That would be interesting. You'd probably have to tailor them and everything.
#10
Outdated / Re: [A16] Prison Extensions
December 24, 2016, 09:01:02 AM
Quote from: SteelRev on December 23, 2016, 11:13:47 PM
Woot,  thank you so much.  Starting new colony to test this out with my list of mods.

edit: cell doors are not separating rooms as intended.  Cameras are free to build.  But are useless because of the doors not limiting the rooms. No errors yet with my mods.

Thanks for the feedback.

I'll look at the doors and cameras. I had to modify the xml from the original mod quite a bit, I probably overlooked it.

Not sure why the doors are non-blocking for the prison region, I'll dig into it.

It may be after tomorrow as it is Christmas and all.
#11
Outdated / Re: [A16] Prison Extensions
December 24, 2016, 08:58:48 AM
Quote from: OmG_PotatoeZ on December 23, 2016, 10:30:52 PM
Tried to build cameras and cell doors.
1: Are cameras supposed to not require resources?
2: I keep getting an error for both of them.
https://gist.github.com/363765d2b14c74c5462656cb8a69e93c
The last two are the errors I receive. I am using a bunch of mods and if needed, I will list them.

Is the mod being included twice? Do you also have it subscribed on steam or something?
I see this at the beginning of your output log, just as the mods are loaded:

Easy Kibble: (no assemblies)
Expanded Prosthetics and Organ Engineering: (no assemblies)
High Caliber: (no assemblies)
PrisonExtensions: PrisonExtensions(1.0.0.0)
PrisonExtensions: PrisonExtensions(1.0.0.0)

#12
Outdated / Re: [A16] Prison Extensions
December 23, 2016, 06:00:36 PM
BUG FIX:
- Fixed bug where prisoner joy routines were causing an exception because prisoner couldn't reach drugs, removed drug request from joygiver routine for prisoners.
#13
Outdated / Re: [A16] Prison Extensions
December 23, 2016, 05:01:51 PM
UPDATE: 12/23/2016
By popular request, I started looking at the old prison mods out there and was able to get some stuff out of it.
I Uploaded a new version to dropbox which needs testing with the following features:

  • Added prison menu on architect tab
  • Added prison cell doors which prisoners can pass through
  • Added prisoner joy needs **needs tested with hospitality mod
  • Added security camera which can designate a room as a prison
  • Remove shared bedroom debuff from prisoners for bunk room style prisons

I've done a little testing, but would like to put it out there to see if anyone has any issues with this build.
**PS - This version is only available from the dropbox link for now. Once/If I get some feedback I will post it to steam as well.

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#14
Quote from: Rock5 on December 22, 2016, 09:06:02 AM
That's more like it! :)

The bootstrapping is awesome. Kudos to you. I would have done the bootstrapping myself, when I did my update, but I couldn't wrap my head around how to do it. Maybe looking at how you did it with a mod I'm familiar with with help me use it in the future.

So I'd use your version now, although I might change the brush texture until you come up with a better color.

Playing with it I noticed an exploit that I never noticed before, maybe because the bright red of the brush made it harder to see. The exploit is you can use the brush to look into mountains. I don't know if you can do anything about it but it would be great if you could.

You can also "look" into mountains with the vein mine designator. If you click the middle of a mountain you usually get a sound plus a message saying to have to click mineable ore. But if you hit a hidden clear area it makes a different sound with no message. This should be easy to fix. Just make it behave the same in both cases.

Here is a short video showing both cases.
https://vid.me/aNiN

Interesting, I didn't notice the x-ray vision ability either. It might have something to do with the altitude setting? I don't know enough about the API yet, I'll tool with it tonight.

Let me know if you need help with the bootstrapping. I took it from some other mod(s) code base(s) that I found and modified it a bit.
#15
Outdated / Re: [A16] Mine It All
December 22, 2016, 12:11:44 AM
I updated the mod some, if anyone is running it, let me know if there are any issues.

I added some bootstrapping to remove the xml def files which will hopefully make it less likely to be overridden by other mods.